# DO NOT RE-ORDER THE LINES IN THIS FILE
# 
# These numbers appear to have names, but in reality the
# numbers are read in-order, directly into memory.  The names are
# for human-readability only.
# This means that
#	LEAN_FOR_KNEE	2.5 
#	LEAN_FOR_KNEE_STOP	-2.5 
# is different than
#	LEAN_FOR_KNEE_STOP	-2.5 
#	LEAN_FOR_KNEE	2.5 
#

#only programmers should modify this
VERSION		8

# These numbers determine when the rider will put his knee
# on the seat of the sled, and when he will step all the way over
# the seat.  When the rider's lean and the sled's tilt are above the
# LEAN_FOR_KNEE and TILT_FOR_KNEE, the rider will be ready
# to move put his knee on the seat.  After a period of time
# specified by TIME_FOR_KNEE passes, the rider will begin
# the animation to put his knee on the seat.  This length
# of this animation is specified by TIME_FOR_KNEE_ANIM.
# If the rider's lean or sled's tilt drop below the
# *_STOP values, the rider will begin removing his knee from
# the seat.  The *_FULL values control when the rider will step
# over the seat.  The *_FULL values work the same way as the *_KNEE
# values.
LEAN_FOR_KNEE		0.47		# range: 0 to 0.5
LEAN_FOR_KNEE_STOP	0.43		# range: 0 to 0.5
TILT_FOR_KNEE		0.45 
TILT_FOR_KNEE_STOP	0.35 
TIME_FOR_KNEE		0.1 
TIME_FOR_KNEE_ANIM	0.85 

LEAN_FOR_FULL		0.47		# range: 0 to 0.5
LEAN_FOR_FULL_STOP	0.43		# range: 0 to 0.5
TILT_FOR_FULL		0.65 
TILT_FOR_FULL_STOP	0.45 
TIME_FOR_FULL		0.0 
TIME_FOR_FULL_ANIM	0.85 

# These numbers specify how much of the animation should be
# used when the rider is sitting, has his knee on the seat, or
# has stepped over the seat.  The range of these values is 0.0 to 1.0
# The portion of the animation used will be centered around 
# the midpoint of the animation.  In other words, a value of 0.6
# would use the middle 60% of the animation.
RANGE_NORMAL	0.1 
RANGE_KNEE		0.6 
RANGE_FULL		1.0 

# This will prevent the rider from leaning too quickly
LEAN_CHANGE_MAX	0.5 

#look-back (reverse)

# This determines how much the sled has to be moving backwards to
# trigger a rider look-back animation.  This number should be negative.
# a number closer to zero will make the look-back animation happen
# more often
LOOKBACK_THRESHOLD	-0.1 

# The first number determines how long the sled must be traveling backwards
# before the rider will look back.  The second number determines the
# length of the look-back animation
TIME_LAG_FOR_REV_ANIM		0.2 
TIME_FOR_REVERSE_ANIM		0.5 

# When a player crashes, we will blend in the crash animation (weight).  
# At the same time, we will advance the animation parameter (vPar).
# The *_ADVANCE values determine how much the weight and vPar will advance
# each second.  When the rider lands on the ground, the weight and
# vPar will immediately jump to the *_LANDING values.
CRASH_WEIGHT_ADVANCE	10.0 
CRASH_WEIGHT_LANDING	1.0 
CRASH_VPAR_ADVANCE	0.33 
CRASH_VPAR_LANDING	0.35 

# This is used to determine whether the rider went flying off of the front
# or back of the sled, or if he fell off of one of the sides.
CRASH_Z_THRESHOLD	0.5 

# The first number is the speed at which the pre-race animation is
# faded away.  The second number is the length of the pre-race animation
PRERACE_FALLOFF_SPEED	2.0 
PRERACE_LOOP_TIME	4.0

# This is the length of the post-race animation
POSTRACE_LOOP_TIME	3.0
	
##############################################################################
#bounce parameters

#The difference between the raw bounce and the neutralBounce is multiplied 
#by this number.  In other words, this makes the bouncing more extreme.
bounceAmp			2.0

#The is the raw bounce number when the rider is sitting on a stationary sled.
neutralBounce		0.6		

#The neutral bounce will animate using this parameter
neutralAnim			0.25

#This is how long the sled must be in the air before the rider begins to
#react (creating the illusion that the sled is falling away from the rider).
#Note that the sled will get short amounts of air-time when going over moguls
airTimeForAnim		0.2

#Immediately after the sled lands, the rider will react to the force of the
#landing.  These number determine how long the rider will react to the landing.
groundTimeForAnim	0.95
groundTimeForAnimExtreme	0.45

#leanZ
bounceInfluenceOnLean	0.5

#speed influence on leanZ
extraLeanZMinSpeed			10.0		# meters/sec
extraLeanZMaxSpeed			30.0
speedInfluenceOnLeanZ		1.0

###########################################################
# This section defines how the animation parameters will
# seek their target values.  Each animation has a position,
# velocity, and acceleration.  The position will never be
# directly modified.  Instead, each frame the animation's
# velocity will be adjusted by an acceleration (specified
# here).  As the position of the animation approaches
# the target position, a deceleration will be applied.
# The speed at which the position of an animation is
# adjusted is limited by maxVelocity.
#
# closeNoise should be greater or equal to minChangeForAnimUpdate

#leanX (side-to-side)
accel 7.5
decel -2.5
maxVelocity 3.7
maxNoise	0.10
closeNoise	0.01

#leanZ (front-to-back)
accel 7.5
decel -2.5
maxVelocity 3.7
maxNoise	0.15
closeNoise	0.01

#bounce
accel 12.5
decel 12.5
maxVelocity 6.7
maxNoise	0.15
closeNoise	0.01

#turn
accel 7.5
decel -2.5
maxVelocity 3.7
maxNoise	0.00
closeNoise	0.01

###########################################################

# If the current animation values are close enough to the
# target values, leave the current values alone.
# This prevents the vibration bug.
minChangeForAnimUpdate	0.01

# The sled must be going at least this fast for the noise
# to take effect.
minSledSpeedForOrganicNoise	15.0


# This controls how long the hold animation will mix
# with the return animation, if mixing is necessary.
incompleteHoldMixFalloffTime	0.1

# If the hold animation is within this percentage of completion,
# play the return animation without mixing the hold animation.
holdCompletionPercent	0.1

###########################################################

# how long does it take to mix the acceleration animation in and out?
accelAnimMixInTime	0.3
accelAnimMixOutTime 1.3

# how much do weight do we give the acceleration animation at its peak?
accelAnimMaxWeight  0.75

# how much turn is required to choose the left or right accel animation
accelTurnRequired	0.07

###########################################################

sloppyPlayTime		0.6
sloppyMixTime		0.15
sloppyMaxWeight		0.75

